set fight rank=<Var/Number>
set trade rank=<Var/Number>
<RetVar>get ship class dock array: ship type=<Var/Ship Type> external=<2>
<RetVar>get station class dock array: station type=<Var/Station Type>, external=<Var/Boolean>
<RetVar>get hull of type: subtype=<Var/Ship Type>
<RetVar>get rotation speed xyz array of type: subtype=<Var/Ship Type>
<RetVar>get avg rotation speed of type: subtype=<Var/Ship Type>
<RetVar>get max upgraded rotation speed xyz array of type: subtype=<Var/Ship Type>
<RetVar>get max upgraded avg rotation speed of type: subtype=<Var/Ship Type> return upgrades=<Var/Boolean>
<RetVar>get acceleration of type: subtype=<Var/Ship Type>
<RetVar>get max upgraded acceleration of type: subtype=<Var/Ship Type>
<RetVar>get speed of type: subtype=<Var/Ship Type>
<RetVar>get max upgraded speed of type: subtype=<Var/Ship Type> return upgrades=<Var/Boolean>
<RetVar>get max shield type of type: subtype=<Var/Ship Type>
<RetVar>get number of shield slots of type: subtype=<Var/Ship Type>
<RetVar>get number of missile slots of type: subtype=<Var/Ship Type>
<RetVar>get cargo bay size of type: subtype=<Var/Ship Type>
<RetVar>get max upgraded cargo bay size of type: subtype=<Var/Ship Type> return upgrades=<Var/Boolean>
<RetVar>get transport class capacity of type: subtype=<Var/Ship Type>
<RetVar>get number of dock ports of type: subtype=<Var/Ship Type/Station Type>
<RetVar/If>get dock bay size of type: subtype=<Var/Ship Type/Station Type>
<RetVar/If>is docking possible onto type: subtype=<Var/Ship Type/Station Type> by subtype=<Var/Ship Type/Station Type>
<RetVar>get number of turrets of type: subtype=<Var/Ship Type>
<RetVar>get number of lasers in turret of ship type: subtype=<Var/Ship Type>, turret=<Var/Number>
<RetVar>get number of physical guns in turret of ship type: subtype=<Var/Ship Type>, turret=<Var/Number>
<RetVar>get total laser count of type: subtype=<Var/Ship Type>
<RetVar>get laser energy capacity of type: subtype=<Var/Ship Type>
<RetVar>get weapon recharge rate of type: subtype=<Var/Ship Type>
<RetVar>get turret id from cockpit of type: subtype=<Var/Ship Type>, cockpit=<Var/Number>
<RetVar>get turret laser mask of type: subtype=<Var/Ship Type>, turret=<Var/Number>
<RetVar/If>can laser install into turret of type: subtype=<Var/Ship Type>, laser subtype=<Var/Ware>, turret=<Var/Number>
<RetVar>get missile mask of type: subtype=<Var/Ship Type>
<RetVar/If>can missile be installed into type: subtype=<Var/Ship Type>, missile subtype=<Var/Ware>
<RetVar>get cockpit textid of type: subtype=<Var/Ship Type>, cockpit=<Var/Number>
<RetVar>get turret textid of type: subtype=<Var/Ship Type>, turret=<Var/Number>
<RetVar>get class of type: subtype=<Var/Ship Type>
<RetVar>get skin of type: subtype=<Var/Ship Type>
<RetVar>get missile array of type: subtype=<Var/Ship Type>
<RetVar>get laser reload time of type: laser type=<Var/Ware>
<RetVar>get laser energy of type: laser type=<Var/Ware>
<RetVar>get max laser energy of type: laser type=<Var/Ware>
<RetVar>get missile speed of type: missile type=<Var/Ware>
<RetVar>get shield energy of type: shield type=<Var/Ware>
<RetVar>get shield efficiency of type: shield type=<Var/Ware>
<RetVar>get shield recharge rate of type: shield type=<Var/Ware>
<RetVar>get station size of type: subtype=<Var/Station Type>
<RetVar>get station product of type: subtype=<Var/Station Type>
<RetVar>get station resources of type: subtype=<Var/Station Type>
<RetVar>get station product cycle time of type: subtype=<Var/Station Type>, efficiency=<Var/Number>, player own=<Var/Boolean>
<RetVar>get station products per cycle of type: subtype=<Var/Station Type>, efficiency=<Var/Number>, player own=<Var/Boolean>
<RetVar>get station resources per cycle of type: subtype=<Var/Station Type>, resource=<Var/Ware>, efficiency=<Var/Number>, player own=<Var/Boolean>
<RefObj>show effect: effect=<Var/Number>
<RetVar>connect complex: cckit=<Var/Station Type>, x=<Var/Number>, y=<Var/Number>, z=<Var/Number>, station1=<Var/Station>, station2=<Var/Station>
<RefObj>show in property menu: <Var/Boolean>
<RetVar>start build station: type=<Var/Station Type>, sector=<Var/Sector>, x=<Var/Number>, y=<Var/Number>, z=<Var/Number>, asteroid yield=<Var/Asteroid>
<RefObj>turn to face object: <Var/Ship/Station>
<RetVar><RefObj>get position relative to object: relative x,y,z pos=<Var/Array>
<RetVar>get sector sun efficiency: sector=<Var/Sector>
<RetVar><RefObj> get distance to nearest vertex of: x=<Var/Number>, y=<Var/Number>, z=<Var/Number>
<RetVar>get racemask of object<Value>